The Hyborian Age Setting for AD&D 1St Edition

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The Hyborian Age Setting for AD&D 1St Edition THE HYBORIAN AGE SETTING Howard's Hyborian World is set in a specific period of an imaginary pre-history. R. E. Howard developed the history of this world in a realistic and consistent manner. To create a reasonable and credible setting for the stories, Howard, and those after him, made assumptions about this world. These assumptions included how people of the world viewed their surroundings, how the characters of the stories reacted to situations involving magic, and what feats characters were capable of accomplishing. The following information modifies the AD&D rules to get more of the feeling Howard intended for the characters of his world. It should be noted that alignments (and alignment languages) for PCs or NPCs are not designated in this setting. R. E. Howard's Hyborian World does not lend itself well to assigning alignments to its human inhabitants. PEOPLE OF THE HYBORIAN AGE The countries of the Hyborian World are mostly formed by different human groups. The Cimmerians of Cimmeria are different in appearance from the Shemites. The Zingarans can be identified from Gundermen and Picts. Some of the kingdoms are formed of mixed groups, but even this mixing is identifiable to characters of the Hyborian World. Each kingdom has its own language. However, most people are able to speak several languages, and the languages that exist are not difficult to learn. These languages may have many similar features, borrowed from each other. Aside from differences of appearance, the people of the Hyborian World also have many different attitudes and behaviors, depending on the individual's place of origin. Cimmerians, such as Conan, are a hard, stoic people with equally hard gods. They live by raiding. The Turanians prefer intrigue and luxury. The people of Stygia, noted for their interest in magic, have an evil reputation. The Picts are barbaric and cruel, given to warfare and feuding. Behavior often identifies where a person is from in the Hyborian World. This is important, because there is a great deal of rivalry and warfare between the different kingdoms. Spies, sorcerers, and killers in the night are all tools of kings and princes. There is not a time in the Hyborian Age when some kingdom is not fighting or plotting against another. As players pay attention to where characters are from, they are better able to predict what will happen. Demihuman races do not exist in the Hyborian Age setting. Languages Languages spoken in the Hyborian Age can be classified in different groups, which share common characteristics. A character speaking a language in a group, is also able to understand and speak other languages in the same group, although he will not be fluent, and the accent will clearly identify him as an outsider. So, for example, a character speaking Cimmerian will be able to speak also Nordheimer and Pictish, but its accent will betray his origin. All characters are assumed to be literate in the languages they know (with the exception of Barbarians, as noted in the class description). Acquisition of further languages follows the rules in the PHB. Hyborian Khari Black Kingdoms Aquilonian Hyperborean Amazonian Argossean Khitan Darfari Border Kingdom Stygian Keshani Bossonians Kushite Corinthian Puntan Nemedian Atlantean Zembabwean Ophirean Cimmerian Ghanatan Nordheimir Shemitish Pictish Vendhyan Kothic Kosalan Shemitish Hyrkanian Meruvian Hyrkanian Vendhyan Vilayet Turanian Afghuli Iranistani Yuetshi The remaining main languages, Brythunian, Zamoran and Zingaran, are unrelated to any other tongues. There are also several ancient languages, which, while no longer spoken, are used in many arcane and diabolical writings. They include: Demonic, Old Stygian, Acheronian, Atlantean, Lemurian and Valusian. Table: Hyborian Races Name Secondary skills Typical classes Notes Acheronian Sage ability (supernatural) Any spellcaster Cimmerian Forester, Trapper Barbarian* Himelian tribesman (Wazuli) Forester Barbarian* Hyborian Any Any Argossean/Barachan Sailor, Navigator, Trader Fighter, Thief Bossonian Bowyer, Fletcher Fighter WP: Bossonian bow Gunderman (Aquilonian) Armorer Fighter WP: Pike Hyperborean Lapidary Fighter Tauran (Aquilonian) Forester, Farmer Ranger Hyrkanian or Turanian Bowyer, Fletcher Barbarian^ Sage ability (supernatural, Khitan humankind) Illusionist, Monk N. Black Kingdom tribesman Illiterate, WP: scimitar, Ghanata (Gullah, Chaga, Ghanata) Forester Barbarian^+ knife, any spear, Stygian bow Forester, Sailor, Fisher, Nordheimer Farmer Barbarian* WP: broad sword Pict Forester, Trapper, Hunter Barbarian+ Illiterate Trader, Jeweler, Sage ability Shemite (Pelishtim) (supernatural) Barbarian^, Fighter WP: any bow S. Black Kingdom tribesman (Darfari) Forester, Sailor, Navigator Barbarian+ Illiterate, WP: any spear, club Stygian Sage ability (supernatural) Any spellcaster WP: Stygian bow Vendhyan Sage ability (humankind) Fighter WP: light lance Thief (/Acrobat), Zamorian Gambler Assassin Zingaran Sailor, Navigator, Trader Fighter, Thief WP: arming sword * As “Scandinavians” (UA p. 20) ^ As “Rovers” (UA p. 20) + As “Savages” (UA p. 20) WP: weapon proficiency; proficiency in at least one of the weapons shown is usually acquired at first level. Illiterate: all characters of this race start illiterate whatever their class. Secondary skills: the most common secondary skills. Starting characters should choose among the ones listed. “Sage ability” means that Sages expert in the topic shown can be found among members of the race. HEROES OF THE HYBORIAN AGE The AD&D classes can be “interpreted” in terms of roles common to the Hyborian setting. Hyborian Age role AD&D class Borderer Revised Ranger (see below) Noble Any character class, either by virtue, birthright or strength. Nomad Barbarian (with Horsemanship tertiary skill) Pirate Fighter, Barbarian or Thief (with Sailor secondary skill and/or Small rowed boat tertiary skill) Scholar/Sorcerer Any spellcasting class Some classes are less common, or do not exist at all: - Paladins do not exist - Bards can be found among the northern countries (Cimmeria, Nordheim, Hyperborea). - Monks can only be found among the eastern countries (Khitai, Vendhya, Hyrkania). - Cavaliers are only found in Aquilonia (in the region of Poitain) and in Zingara; these two countries are the only ones to have developed a rudimentary form of chivalric code of conduct. These latter classes cannot be accessed at character creation by any character whose origin is not in the countries listed (but they might later be accessed by dual-classing). The Ranger (Borderer) This variant Ranger class (also called Borderer) has all the abilities and restrictions of the standard Ranger (PHB p.24, UA p.21) with the following modifications and additions. − Spellcasting powers and magic item use are removed. − Alignment restrictions are removed (since alignment does not apply). − The followers gained at 10th level will exclusively be humans and animals (DMG p.16). − Humanoid / "giant class" opponents must be substituted with creatures (humans, humanoids and/or animals) which are common to the region where the Ranger operates. For example, the opponents of an Aquilonian Ranger living beyond the Thunder River might be Picts, sabretooth tigers and giant snakes. The following skills of the Barbarian class are gained at the same level: − Primary skills: Climb cliffs and trees, Hide in natural surroundings. − Secondary skills: Survival, First aid, Outdoor craft. − Tertiary skills: Any one. LOOT, COIN AND THE SPOILS OF WAR High living The rule for player character living should be strictly enforced (DMG p. 25). Technology The crafts and skills of the Hyborian Age range from quite primitive to very advanced. Craftsmen are quite skilled in working with metals. They can make steel weapons that are virtually indestructible. However, they do not make or use much armor, generally using nothing more than scale armor or chain mail. Sometimes a breastplate is worn, but it is generally made of bronze or another soft metal. Leather armor is common. All normal medieval weapons are available. Siege weapons (catapults, ballistas, etc.) are known and can be built. Transportation is available in several different forms. Horses and camels are used, although horses are rare in the northern areas and camels are used only in the deserts. Chariots are common in lands where horses are numerous. Ox carts are used, but horse-drawn wagons are not known. Boats and ships include rowboats, small fishing boats, galleys, and small sailing vessels. Equipment The following changes to the costs and availability of items on the Equipment List should be used when adventuring in the Hyborian World. The prices are given in gold pieces to conform with the other PHB entries. However, the naming conventions for money in a Hyborian campaign are different. The most common money type, used throughout the Hyborian kingdoms, is the Aquilonian Luna, which comes in three sizes: the Silver Luna (equivalent to 1 gp), the Gold Luna (equivalent to 1 pp), and the Bronze Luna (equivalent to 1 sp). Equipment List Armor Banded 350 gp Plate (very rare) 1,500 gp Splint 350 gp Livestock Horse, draft 200 gp Horse, heavy war l,000gp Horse, medium war 800 gp Horse, light war 600 gp Horse, riding 400 gp Pony 100 gp Tack and Harness Barding, chain 1,000 gp Barding, leather 300 gp Barding, plate 5,000 gp Bit and bridle 15 gp Saddle 50 gp Harness 5gp Transport Galley, war 25,000 gp Ship, large merchant (not available) Ship, war (not available) Slaves Female, beautiful 60 gp Female, common 30 gp Female,
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